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0.1.0-beta.6

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@github-actions github-actions released this 08 Aug 22:20
· 50 commits to main since this release

馃寱 Unity Shader changed. Avatar should be reuploaded using the newest version to benefit from some features.

New feature: Add a maximum height hard limit option.

The hard limits lower the maximum height that the robotic arm is authorized to move.

When this value is changed, the virtual scale is internally compensated so that it still takes the full travel in the virtual space to move in the range between the hard limits. This can be disabled using the Compensate virtual scale checkbox.

New feature: Add an offset pitch option.

The offset lets you tweak the pitch angle of the robotic arm after the position is applied.

This does not change the direction of movement. A movement in the virtual space will lead to the same direction in the physical space.

New feature: Add a setting to rotate the robotic arm entirely.

When using the Rotate machine setting, the movement in the virtual space in one direction will result in a different direction in the physical space.

  • This can turn a horizontal motion in the virtual space to a vertical motion in the physical space.
  • Alternatively, if you use a robotic arm which is oriented horizontally, using this setting can correct the space so that the virtual space and physical space match.

Add VRCFury prefab

A VRCFury installation procedure is documented here.

Other

Fixes:

  • Searching for window names should be faster as it now ignores invisible windows.
  • Encoder mesh no longer has a deleted Animation component on it (Mesh asset rig "Animation Type" is now set to None).

Other:

  • The root PID controller is unstable, so it has been disabled for this release.
  • The gizmo calibrator model material has been switched from lilToon to Standard, to avoid requiring lilToon for the prefab installation.
  • Go back to using gray pixels instead of red pixels, as we don't need to account for bloom as much. The shader version has been changed to V1.0.1 to reflect this.
  • Since WebSockets can be used beyond Resonite, all mentions of Resonite WebSockets have been changed to just WebSockets.
  • In the Debug menu, provide an estimate of the difference in scale between virtual and physical. This is meant for future work, in preparation for repositioning objects in play space when the camera starts moving as a result of travel across the virtual space.